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Everything posted by sheson
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They use a rendered billboard trunk texture that I made years ago. I recently updated the too bright 3D tree LOD aspen tree trunks for another project. They will be part of the next DynDOLOD Resources SE version. In the meantime download this to get the updated RAT hybrids. Just overwrite the older meshes from DynDOLOD Resources SE 2.43. To save some time you can run DynDOLOD in expert mode and just Execute LODGen for Tamriel again to update only the object LOD meshes. Try removing or not generating mipmap with the LOD texture you created. It should help with the alpha.
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This is what mesh rules are for. Just create a new rule similar to the second to last "tree" mesh rule, but for "treeaspen" with all LOD levels set to Billboard.
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DynDOLOD creates improved tree and object LOD and does not change terrain meshes or textures. LOD does not cast or receive shadows. Neither screenshot seems to show vanilla terrain LOD, so it is unclear what you are comparing. For all I know this could be just different ambient occlusion settings, terrain noise overlay, terrain LOD generation brightness settings or different resolutions of baked terrain normal textures.
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This has been asked, discussed and answered plenty of times in this thread already: The map uses terrain LOD level 32 meshes and textures. The vanilla LOD level 32 meshes were manually edited by Bethesda to combat z-fighting between water and terrain. xLODGen has the Optimized Unseen drop down that helps with coastlines and shallow terrain under the water surface. Start with values around 500 or 550 for LOD level 32. There are some posts here were users reported their experience with testing values. Alternatively, you do not have to use all files that were generated - or use the options to generated only specific LOD levels. For example, delete all LOD level 32 meshes and/or textures so they do not overwrite the same files that might be in a BSA from a map mod. Or change overwrite order of loose files accordingly to your preferences. For example, you might prefer to use a map mod that shows roads. LOD files are very simple and basic. They are just meshes and textures with defined folders and file names for each worldspace and each of LOD levels. Meshes are easy to check in nifskope etc.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
CuttingRoomFloor.esp is usually fine. The mentioned formid is usually pointing to a wrong mod - which why it is an error. If scanning all plugins for errors with xEdit does not reveal the troublesome plugin, then removing batches of plugins to narrow down it down is a way to troubleshoot the problem.- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
FAQ: Tree LOD: LOD trees do not match close-up full model trees A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log.- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
There are 3 errors reported in the short section of the log you posted. The last message asks to post the entire contents of the log, but somehow a lot of people never do this. First, clean all the dirty mods that have deleted references.Second, make sure mods are installed correctly and do not have missing models.This is in the interest of having a stable load order and to make sure LOD generation works without problems. Then fix the cause of last error, FormID [01001232] references a master which is not available in file [AF] DynDOLOD.esp You could just looked up the message in the FAQ as the message suggests FAQ: Exception in unit xxx line xxx: FormID [xxx] references a master which is not available in file [xx] xxx.esp A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. Maybe search for the mentioned FormID: https://forum.step-project.com/topic/12088-deleted-everything-in-output-folder-but-rerunning-dynolod-keeps-reporting-missing-masters/?hl=%2B01001232 This error is often caused by a broken Bashed Patch, but in this case migth be because of old Update.esm.- 440 replies
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If the Wyrmstooth.esp is flagged as ESM, that master record and other things and up in DynDOLOD.esm as expected and then DynDOLOD should work fine. If you rather do not do this, just do not select it in DynDOLOD right now and wait for update (no ETA though, maybe next weekend or the weekend after that)
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You may want to get the latest version of Wyrmstooth from here https://archive.org/details/Wyrmstooth1.17BSSE It is an ESP flagged as ESM. Otherwise you will need to wait for next version of DynDOLOD Standalone and DynDOLOD Resources SE that will be able to work correctly with the ESP not flagged as ESM.
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Double check in MO (also use right window data tab) that none of the files from DynDOLOD Resources SE and the DynDOLOD output generated by the last run are overwritten by any files, especially the MO Overwrite folder. Open the load order in xEdit. Unfold [+] DynDOLOD.esm Unfold [+] Worldspace Unfold [+] xx000D62 WyrmstoothWorld Unfold [+] xx0010FD Cell Unfold [+] Persistent The first entry should be a Placed Object with the Editor ID WyrmstoothWorld_ShesonObject Take note of its form id, for example 0804CCDD, ignore the first to digits 08, so you have something like 04CCDD hex and convert it to decimal - with Windows Calculator in Programmer mode for example - which would be 314589 in this example. This is the number you should find in DynDOLOD_WyrmstoothWorld.json for "master":[314589], All of this only makes sense in case SKSE64 and PapyrusUtil 64 are installed fully (all their scripts) and work correctly. So if other worldspaces with dynamic LOD work fine.
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DynDOLODs requirements for Skyrim SE are: SKSE64 (Current SE build) from https://skse.silverlock.org/ for the Skyrim SE version that is used. PapyrusUtil SE 3.3 or higher for the SKSE64 version that is used. Which means DynDOLOD works with PapyrusUtil 3.3 for SKSE64 2.0.6 all the way up to PapyrusUtil 3.5 for SKSE64 2.0.8
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You did test with a new game first, as the FAQ answer suggests? The error message says it can not find the master data (a line like "master":[314589],) in the file. It is most likely in there, however the form id does not match the one found in the plugins. Which might be because the "bunchofnumbers":"0N7O1S6E7H2S57O0T5T4I4M7B4U0S0" does not match the [00:25:10.984] Found bunch of numbers: 3N2O3S0E0H4S67O0T51T6I3M4B4U4S2 in DynDOLOD.esp from the generation shown in the log and which is most likely the numbers in the plugins in the game. Check the the DynDOLOD SKyUI MCM Information page that all bunchofnumbers match for the worldspace. If they do not match, it means you mixed json files and plugins from different LOD generations. Static object or tree LOD and their textures are not relevant to dynamic LOD.
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That should say game data directory. I will update that sentence to make it more clear. Ignore everything people say and read the manual instead. It has a section about updating existing save games. Use the latest DynDOLOD standalone and DynDOLOD Resources SE available. There never was such a thing as DynDOLOD Resources SE 2.42. The game version does not matter. If DynDOLOD is not active, then it is already deactivated.
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Use latest version FAQ: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json A: Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure these files and DynDOLOD.esp are in sync from the same generation process. A: Can also be a save game update gone wrong. Test with new game, if successful, repeat clean save procedure.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
FAQ: Exception in unit xxx line xxx: Duplicate FormID [xxx] in file [xx] xxx.esp A: There is a plugin in the load order that duplicates an existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. Often caused by a broken bashed patch. Use a newer version to create the patch.- 440 replies
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Have a look at the contents of DynDOLOD_enhancedlandscapesesp.ini for example LODGenX=[pluginfilename.esp];[formid],,,,,Delete,0 The formid has to be a reference
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It is outdated. The newest version should work just as fine. If not, post about whatever problem you might behaving so it gets fixed for everybody.
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Your screenshot shows a DLL file included in Simply Knock - which is outdated. Simply Knock is not a requirement for DynDOLOD and mods should never include PapyrusUtil in the first place to avoid exactly this type of problem. Install the correct version of PapyrusUtil from PapyrusUtil SE - Modders Scripting Utility Functions which matches the game / SKSE version that is currently installed.
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Obviously the version of PapyrusUtil that is installed is not running or working correctly. The likely reason is that it is not the correct version for the game / SKSE you are using. The requirement section of the DynDOLOD manual links to PapyrusUtil SE - Modders Scripting Utility Functions to get you going. If you have trouble with the installation of 3rd party mods you should ask for help in the appropriate forums for that mod.
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Object LOD uses LOD models and LOD textures. They need to be created. There are some LOD textures that could be made directly from full models with TexGen. Then those LOD models could use textures with a higher resolution. DynDOLOD_Mod_Authors.html contains a brief explanation of the text file format used by TexGen to create textures. In case full models are used for LOD, LODGen does some light optimization to counter the increased triangle count that happens because of the re-UV of tiled UV for the texture atlas. However, it is unlikely to happen automatically since that is a feature for DynDOLOD. It is nothing compared to true creation of LOD models, manually or with professional tools.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
It doesn't matter because weather mods make no difference to references like objects or trees. This mod in particular does not even modify any worldspace records at all.- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
I suggest to not use the the merge plugins function for the Bashed Patch if it creates a broken plugin that has errors. In that case there also should be no data in the Bashed Patch that is relevant to LOD.- 440 replies
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